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General Tabletop Discussion
*Pathfinder & Starfinder
Magic Item Creation feats and extra requirements
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<blockquote data-quote="Kibo" data-source="post: 401950" data-attributes="member: 5451"><p>It's DM's choice.</p><p></p><p>You could make various tasks harder or easier depending. The caster level of the item could modify the dc of the knowledge arcana roll. Maybe 5 points of DC per required caster level to know off the cuff how to create an item. Knowing what something could do, or was made for might be significantly simpler. The use of spells that carefully examined the deowmers of magic items might greatly increase the ability of one to understand how a magic item is put together. Large amounts of time accumulating and researching how this problems were solve, or conversely they could spend large amounts of time gathering materials to perform the experiments themselves.</p><p></p><p>If they bitch about it saying, "That's not realistic!" Say fine, go build me a watch. I know how they work "off the cuff" but I would not relish having to build one. If they say "That's not what the rules say!" You can point out the rules don't say.</p><p></p><p>Besides stuff like that is easy light weight stuff to run is fun, can serve to space out stuff providing time for larger plots to develope with a minimum of hand waving, provide opportunities to develope NPC's and locals. Now if one doesn't wish to do that, which is fine, you've always got the option to absract it to a few die rolls and a well placed, "...Meanwhile, back at the ranch."</p><p></p><p>I just try to do whatever I think will make for the best story in every circumstance. Which will occasionally involve, when there has been miscommunication between myself and a player, me saying, "Just trust me."</p></blockquote><p></p>
[QUOTE="Kibo, post: 401950, member: 5451"] It's DM's choice. You could make various tasks harder or easier depending. The caster level of the item could modify the dc of the knowledge arcana roll. Maybe 5 points of DC per required caster level to know off the cuff how to create an item. Knowing what something could do, or was made for might be significantly simpler. The use of spells that carefully examined the deowmers of magic items might greatly increase the ability of one to understand how a magic item is put together. Large amounts of time accumulating and researching how this problems were solve, or conversely they could spend large amounts of time gathering materials to perform the experiments themselves. If they bitch about it saying, "That's not realistic!" Say fine, go build me a watch. I know how they work "off the cuff" but I would not relish having to build one. If they say "That's not what the rules say!" You can point out the rules don't say. Besides stuff like that is easy light weight stuff to run is fun, can serve to space out stuff providing time for larger plots to develope with a minimum of hand waving, provide opportunities to develope NPC's and locals. Now if one doesn't wish to do that, which is fine, you've always got the option to absract it to a few die rolls and a well placed, "...Meanwhile, back at the ranch." I just try to do whatever I think will make for the best story in every circumstance. Which will occasionally involve, when there has been miscommunication between myself and a player, me saying, "Just trust me." [/QUOTE]
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Magic Item Creation feats and extra requirements
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